| Post/Author/DateTime | Post |
|---|---|
| Demonwolf05-31-06, 04:33 PM | Considering the fact that sneak attack and fighter feats are equivalent to each other when taken in full progression, I recently realized you could make a lot of interesting variants by taking away or adding on the difference between the rogue and the fighter to a bunch of other classes. So, to start, here's a variant cleric, the Night Owl. The trickery domain requirement is mainly to compensate for the additional class skills that the Night Owl recieves in comparison with your typical rogue. HD: d4 BaB: As wizard. Class Skills: As rogue, plus Heal, Knowledge (religion, arcana, planes, history) and Spellcraft. Skillpoints: 8+int modifier Saves: High reflex and will Armor and Weapons: Light armor and shields, dagger, light mace, quarterstaff, club, sling, dart and light crossbow. Special: One of the Night Owl's two domains must be Trickery. Add: Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Deadly Augury (detailed below) and Special Abilities as rogue. Deadly Augury: As a free action useable once per round, a Night Owl may sacrifice a spell to gain +1d6 sneak attack damage and +1 to attack per level of the spell sacrificed for one round. Any thoughts? |
| Demonwolf06-04-06, 10:26 AM | After some thought, realized this would be unbalanced. While the regular cleric allows a character to be effective as only a secondary tank unless optimized to the end of being a primary one, this class is just as effective as a rogue as a skillmonkey if not more so by default, allowing it to be as powerful of a healer as a cleric and as strong of a skillmonkey as a rogue. Which means that this is overpowered and needs tweaking. Still, I think this would apply well to the duskblade ("dusk-knife"), the paladin, the samurai, the knight and the hexblade (I would love to see this applied to the hexblade). |
| thinkhard06-04-06, 11:38 AM | "My magic power....I stay up late!!!" Haha...all joking aside about the name I think it's a fair trade in a sense because a skill monkey in my mind has value to a party just as much as a secondary tank. Considering this class is far more vulnerable than a normal rogue and not nearly as good in combat (that dark augury is just not that great, most spells you would sacrifice are more valuable). I probably wouldn't play this, but i probably wouldn't bar it either. If you're concerned about being tooo skillful, remove some things like sleight of hand or whatever... |
| myusernameis06-04-06, 12:01 PM | Personally I would bump the HD up to 1d6, and knock the skill points down to 6+Intelligence modifier, I would also modify the spell list of the cleric: adding some more illusions/enchantments and removing things like divine power, and righteous might. Deadly augury would be better off being exchanged for sneak attack +1d6 every four levels or so, if you think that the loss of the bonus on attack rolls would make it useless because of it's low base attack consider the wide array of very deadly touch spells a cleric has access to. |
| thinkhard06-04-06, 12:18 PM | if you're gonna make it a d6 and 6 skill points per level..... That's kind of just a cloistered cleric.... |
| Demonwolf06-04-06, 12:32 PM | ...with a lot more skillpoints and class features and overall playability. Another reason to think it's overpowered. |
| thinkhard06-04-06, 12:53 PM | I i think you missed the whole "take this away and this away and then add this isntead" part.. Basicall you have a cloistered cleric without the extra domain or bardic knowledge (he said a D6 hd and 6 skill points, not 8) And in my opinion lowering the the HD for more skill points is kind of sucky... |
| myusernameis06-04-06, 10:36 PM | Those were just my thoughts on a skill monkey cleric, a d4 hitdice seemed like way too little. |